Template gallery

Common, reusable starting points — characters, pickups, icons and tiles. Every template is a finished sprite you open straight in the editor, with notes on why it works and what to try first. Nothing to download, nothing uploads.

Slime

A 16×16 enemy sprite with eyes and a soft shadow.

Character16 × 165 coloursStarter

Treasure Chest

A 16×16 prop with a gold lock and a wooden body.

Object16 × 165 coloursIntermediate
Open in editor

Gold Coin

A 16×16 pickup that reads as metal with four colours.

Pickup16 × 164 coloursStarter
Open in editor

Heart Icon

A 16×16 HUD heart — the classic life icon.

UI Icon16 × 164 coloursStarter
Open in editor

Grass Tile

A 16×16 ground tile with grass on top and dirt below.

Tile16 × 165 coloursIntermediate
Open in editor

Slime

Character16 × 16 · 5 colours

A 16×16 enemy sprite with eyes and a soft shadow.

The classic starter enemy. It uses five colours: two body greens for form, one highlight for the top of the blob, plus eye white and pupil. Open it and change the greens to make your own variant — that is the whole workflow of pixel art.

What this template teaches

  • How a 5-colour palette is enough to read as a character
  • Why the highlight sits on top and the shadow sits at the bottom
  • How to recolor an existing sprite instead of redrawing it

Walkthrough inside the editor

  1. 1

    Look at the shape first

    Zoom to 16× and toggle the grid. Every square you can edit is one pixel — that is the only resolution you have.

  2. 2

    Try the pencil

    Pick the dark green swatch and draw a few pixels on the left edge. Press Ctrl/⌘+Z to undo.

  3. 3

    Recolor it

    Use the fill tool (G) on the body: click a new swatch, then click the body to flood it with the new colour.

  4. 4

    Export game-ready

    Export → PNG at 8× (128×128). Nearest-neighbour scaling keeps the edges hard, transparency is preserved.

New here? Start with the Slime

It opens inside the editor with a step-by-step card you can dismiss at any time. Change a few pixels, undo them, then export — that is the whole loop. Your work is saved in this browser automatically, so you can continue in Workspace.

Community templates — coming soon

Every template here is curated by the Pixel Asset Lab team today: common shapes with palettes that hold up at game resolution. Sharing is next on the list — publish a template from your own project, and it will appear in this gallery with your name on it.

  • · Templates stay local-first: publishing will be opt-in, per template.
  • · Palette and dimensions travel with the template, so it opens as drawn.
  • · Want to suggest a template? Write to support@pikanim.com.